Lights Out on a Hexagonal Grid (Monster in the Closet)
This example is the famous Lights Out game on a hex grid. All the patterns are procedurally generated.
PLAY GAMENote: You need the Unity Web Plugin to play this example.
Main Game Logic
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using System; using System.Linq; using System.Collections.Generic; using UnityEngine; using Gamelogic.Grids; public class LightsOutHex : GLMonoBehaviour, IResetable { private const int Symmetry2 = 0; private const int Symmetry3 = 1; private const int Symmetry6 = 2; public Cell cellPrefab; public GameObject root; private Vector2 hexDimensions = new Vector2(74, 84); private PointyHexGrid grid; private IMap3D map; private Color offColor = ExampleUtils.colors[4]; private Color onColor = ExampleUtils.colors[6]; public void Start() { Reset(); } public void Update() { if(Input.GetMouseButtonDown(0)) { Vector3 worldPosition = ExampleUtils.ScreenToWorld_NGUI(root, Input.mousePosition); PointyHexPoint hexPoint = map[worldPosition]; if(grid.Contains(hexPoint)) { ToggleCellAt(hexPoint); } } } public void Reset() { root.transform.DestroyChildren(); BuildGrid(); InitGame(); } private void BuildGrid() { grid = PointyHexGrid.Hexagon(5); map = new PointyHexMap(hexDimensions) .WithWindow(ExampleUtils.ScreenRect) .AlignMiddelCenter(grid) .AnchorCellMiddelCenter() .To3DXY(); foreach(PointyHexPoint point in grid) { Cell cell = Instantiate(cellPrefab); Vector3 worldPoint = map[point]; cell.transform.parent = root.transform; cell.transform.localScale = Vector3.one; cell.transform.localPosition = worldPoint; cell.SetColor(offColor); cell.SetText(""); grid[point] = cell; } } private void InitGame() { int pattern = UnityEngine.Random.Range(0, 3); switch(pattern) { case 0: InitPattern1(); break; case 1: InitPattern2(); break; case 2: InitPattern1(); InitPattern2(); break; } if(grid.All(p => !grid[p].HighlightOn)) { Reset(); } } private void InitPattern2() { int start = UnityEngine.Random.Range(0, 3); int end = UnityEngine.Random.Range(start, 3); int symmetry = UnityEngine.Random.Range(0, 3); switch(symmetry) { case Symmetry6: for(int i = start; i <= end; i++) { ToggleCellAt((PointyHexPoint.East + PointyHexPoint.NorthEast) * i); ToggleCellAt((PointyHexPoint.West + PointyHexPoint.SouthWest) * i); ToggleCellAt((PointyHexPoint.NorthEast + PointyHexPoint.NorthWest) * i); ToggleCellAt((PointyHexPoint.SouthWest + PointyHexPoint.SouthEast) * i); ToggleCellAt((PointyHexPoint.NorthWest + PointyHexPoint.West) * i); ToggleCellAt((PointyHexPoint.SouthEast + PointyHexPoint.East) * i); } break; case Symmetry3: for(int i = start; i <= end; i++) { ToggleCellAt((PointyHexPoint.East + PointyHexPoint.NorthEast) * i); ToggleCellAt((PointyHexPoint.SouthWest + PointyHexPoint.SouthEast) * i); ToggleCellAt((PointyHexPoint.NorthWest + PointyHexPoint.West) * i); } break; case Symmetry2: for(int i = start; i <= end; i++) { ToggleCellAt((PointyHexPoint.East + PointyHexPoint.NorthEast) * i); ToggleCellAt((PointyHexPoint.West + PointyHexPoint.SouthWest) * i); } break; } } private void InitPattern1() { int start = UnityEngine.Random.Range(0, 5); int end = UnityEngine.Random.Range(start, 5); int symmetry = UnityEngine.Random.Range(0, 3); switch(symmetry) { case Symmetry6: for(int i = start; i <= end; i++) { ToggleCellAt(PointyHexPoint.East * i); ToggleCellAt(PointyHexPoint.West * i); ToggleCellAt(PointyHexPoint.NorthEast * i); ToggleCellAt(PointyHexPoint.SouthWest * i); ToggleCellAt(PointyHexPoint.NorthWest * i); ToggleCellAt(PointyHexPoint.SouthEast * i); } break; case Symmetry3: for(int i = start; i <= end; i++) { ToggleCellAt(PointyHexPoint.East * i); ToggleCellAt(PointyHexPoint.SouthWest * i); ToggleCellAt(PointyHexPoint.NorthWest * i); } break; case Symmetry2: for(int i = start; i <= end; i++) { ToggleCellAt(PointyHexPoint.East * i); ToggleCellAt(PointyHexPoint.West * i); } break; } } private void ToggleCellAt(PointyHexPoint hexPoint) { foreach(PointyHexPoint point in grid.GetNeighbors(hexPoint)) { grid[point].HighlightOn = !grid[point].HighlightOn; grid[point].SetColor(grid[point].HighlightOn ? onColor : offColor); } } } |
Generic Cell Class
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using System.Linq; using UnityEngine; public class Cell : CSMonoBehaviour { public string[] spriteNames; protected UISprite image; protected UISprite highlight; protected UILabel spriteText; private bool highlightOn; public bool HighlightOn { set { highlightOn = value; highlight.enabled = value; } get { return highlightOn; } } public void Awake() { image = GetComponentsInChildren().First(x => x.name == "Image"); highlight = GetComponentsInChildren().First(x => x.name == "Highlight"); spriteText = GetComponentInChildren(); HighlightOn = false; } public void SetColor(Color color) { image.color = (color); } public void SetText(string newText) { spriteText.text = newText; } public void SetFrame(int frameIndex) { image.spriteName = spriteNames[frameIndex]; image.MakePixelPerfect(); } public void SetHighlightFrame(int frameIndex) { highlight.spriteName = spriteNames[frameIndex]; image.MakePixelPerfect(); } } |